#ifndef GUARD_HOLD_EFFECTS_H #define GUARD_HOLD_EFFECTS_H #define HOLD_EFFECT_NONE 0 #define HOLD_EFFECT_RESTORE_HP 1 #define HOLD_EFFECT_CURE_PAR 2 #define HOLD_EFFECT_CURE_SLP 3 #define HOLD_EFFECT_CURE_PSN 4 #define HOLD_EFFECT_CURE_BRN 5 #define HOLD_EFFECT_CURE_FRZ 6 #define HOLD_EFFECT_RESTORE_PP 7 #define HOLD_EFFECT_CURE_CONFUSION 8 #define HOLD_EFFECT_CURE_STATUS 9 #define HOLD_EFFECT_CONFUSE_SPICY 10 #define HOLD_EFFECT_CONFUSE_DRY 11 #define HOLD_EFFECT_CONFUSE_SWEET 12 #define HOLD_EFFECT_CONFUSE_BITTER 13 #define HOLD_EFFECT_CONFUSE_SOUR 14 #define HOLD_EFFECT_ATTACK_UP 15 #define HOLD_EFFECT_DEFENSE_UP 16 #define HOLD_EFFECT_SPEED_UP 17 #define HOLD_EFFECT_SP_ATTACK_UP 18 #define HOLD_EFFECT_SP_DEFENSE_UP 19 #define HOLD_EFFECT_CRITICAL_UP 20 #define HOLD_EFFECT_RANDOM_STAT_UP 21 #define HOLD_EFFECT_EVASION_UP 22 #define HOLD_EFFECT_RESTORE_STATS 23 #define HOLD_EFFECT_MACHO_BRACE 24 #define HOLD_EFFECT_EXP_SHARE 25 #define HOLD_EFFECT_QUICK_CLAW 26 #define HOLD_EFFECT_HAPPINESS_UP 27 #define HOLD_EFFECT_CURE_ATTRACT 28 #define HOLD_EFFECT_CHOICE_BAND 29 #define HOLD_EFFECT_FLINCH 30 #define HOLD_EFFECT_BUG_POWER 31 #define HOLD_EFFECT_DOUBLE_PRIZE 32 #define HOLD_EFFECT_REPEL 33 #define HOLD_EFFECT_SOUL_DEW 34 #define HOLD_EFFECT_DEEP_SEA_TOOTH 35 #define HOLD_EFFECT_DEEP_SEA_SCALE 36 #define HOLD_EFFECT_CAN_ALWAYS_RUN 37 #define HOLD_EFFECT_PREVENT_EVOLVE 38 #define HOLD_EFFECT_FOCUS_BAND 39 #define HOLD_EFFECT_LUCKY_EGG 40 #define HOLD_EFFECT_SCOPE_LENS 41 #define HOLD_EFFECT_STEEL_POWER 42 #define HOLD_EFFECT_LEFTOVERS 43 #define HOLD_EFFECT_DRAGON_SCALE 44 #define HOLD_EFFECT_LIGHT_BALL 45 #define HOLD_EFFECT_GROUND_POWER 46 #define HOLD_EFFECT_ROCK_POWER 47 #define HOLD_EFFECT_GRASS_POWER 48 #define HOLD_EFFECT_DARK_POWER 49 #define HOLD_EFFECT_FIGHTING_POWER 50 #define HOLD_EFFECT_ELECTRIC_POWER 51 #define HOLD_EFFECT_WATER_POWER 52 #define HOLD_EFFECT_FLYING_POWER 53 #define HOLD_EFFECT_POISON_POWER 54 #define HOLD_EFFECT_ICE_POWER 55 #define HOLD_EFFECT_GHOST_POWER 56 #define HOLD_EFFECT_PSYCHIC_POWER 57 #define HOLD_EFFECT_FIRE_POWER 58 #define HOLD_EFFECT_DRAGON_POWER 59 #define HOLD_EFFECT_NORMAL_POWER 60 #define HOLD_EFFECT_UP_GRADE 61 #define HOLD_EFFECT_SHELL_BELL 62 #define HOLD_EFFECT_LUCKY_PUNCH 63 #define HOLD_EFFECT_METAL_POWDER 64 #define HOLD_EFFECT_THICK_CLUB 65 #define HOLD_EFFECT_STICK 66 // Gen4 hold effects. #define HOLD_EFFECT_CHOICE_SCARF 67 #define HOLD_EFFECT_CHOICE_SPECS 68 #define HOLD_EFFECT_DAMP_ROCK 69 #define HOLD_EFFECT_GRIP_CLAW 70 #define HOLD_EFFECT_HEAT_ROCK 71 #define HOLD_EFFECT_ICY_ROCK 72 #define HOLD_EFFECT_LIGHT_CLAY 73 #define HOLD_EFFECT_SMOOTH_ROCK 74 #define HOLD_EFFECT_POWER_HERB 75 #define HOLD_EFFECT_BIG_ROOT 76 #define HOLD_EFFECT_EXPERT_BELT 77 #define HOLD_EFFECT_LIFE_ORB 78 #define HOLD_EFFECT_METRONOME 79 #define HOLD_EFFECT_MUSCLE_BAND 80 #define HOLD_EFFECT_WIDE_LENS 81 #define HOLD_EFFECT_WISE_GLASSES 82 #define HOLD_EFFECT_ZOOM_LENS 83 #define HOLD_EFFECT_LAGGING_TAIL 84 #define HOLD_EFFECT_FOCUS_SASH 85 #define HOLD_EFFECT_FLAME_ORB 86 #define HOLD_EFFECT_TOXIC_ORB 87 #define HOLD_EFFECT_STICKY_BARB 88 #define HOLD_EFFECT_IRON_BALL 89 #define HOLD_EFFECT_BLACK_SLUDGE 90 #define HOLD_EFFECT_DESTINY_KNOT 91 #define HOLD_EFFECT_SHED_SHELL 92 #define HOLD_EFFECT_QUICK_POWDER 93 #define HOLD_EFFECT_ADAMANT_ORB 94 #define HOLD_EFFECT_LUSTROUS_ORB 95 #define HOLD_EFFECT_GRISEOUS_ORB 96 // Gen5 hold effects #define HOLD_EFFECT_FLOAT_STONE 115 #define HOLD_EFFECT_EVIOLITE 116 #define HOLD_EFFECT_ASSAULT_VEST 117 #define HOLD_EFFECT_BINDING_BAND 118 #define HOLD_EFFECT_DRIVE 119 #define HOLD_EFFECT_GEMS 120 // Gen6 hold effects #define HOLD_EFFECT_FAIRY_POWER 129 #define HOLD_EFFECT_MEGA_STONE 130 #define HOLD_EFFECT_SAFETY_GOOGLES 131 // Gen7 hold effects #define HOLD_EFFECT_PROTECTIVE_PADS 149 #define HOLD_EFFECT_TERRAIN_EXTENDER 150 #define HOLD_EFFECT_SEEDS 151 #define HOLD_EFFECT_ADRENALINE_ORB 152 #define HOLD_EFFECT_CHOICE(holdEffect)((holdEffect == HOLD_EFFECT_CHOICE_BAND || holdEffect == HOLD_EFFECT_CHOICE_SCARF || holdEffect == HOLD_EFFECT_CHOICE_SPECS)) #endif // GUARD_HOLD_EFFECTS_H